Open kzdixon opened 1 year ago
So I've been running Hogwarts Legacy with proton 7.0-6 and everything is working fine except ray-tracing.
Anyone any ideas what's happening here?
If you have an AMD GPU, ray tracing is very hit and miss. With the Early Access version I was able to use all the RT settings, though only RT AO performed well enough to use with my 6700 XT. As long as the shader cache was wiped it launched every time.
When the Day One Patch came out, all the RT settings quit working for me. No amount of cache wiping would fix it.
With yesterdays update, I can get RT to work only if I turn on every single RT setting, set RT to Medium, turn the rest of the in-game settings to High or Medium, and then do some voodoo because with RT enabled it'll pass the shader screen 1 in 10 times. You have to wipe the shader cache each time with RT enabled because it'll go from warning to blank screen if you don't.
I get the same errors you get on Windows and Linux. It is very apparent that the developers didn't do a whole lot of RT testing with AMD GPUs.
My latest tests were using Mesa, Gamescope, DXVK, VKD3D-Proton, and Proton, everything from git, from around 8am yesterday with Linux 6.2 as well as Windows 11 was fully up to date with the AMD driver released yesterday.
Replying to https://github.com/ValveSoftware/Proton/issues/6510#issuecomment-1422921442
I created this file and everything works now. Thanks <3
My Ray Tracing Quality is set to ultra but greyed out.
I'm getting the same crash mentioned here https://github.com/ValveSoftware/Proton/issues/6510#issuecomment-1427138732.
fev 18 18:14:10 user-pc kernel: umip_printk: 17 callbacks suppressed
fev 18 18:14:10 user-pc kernel: umip: HogwartsLegacy.[3758] ip:1563693cd sp:b9c3a8: SGDT instruction cannot be used by applications.
fev 18 18:14:10 user-pc kernel: umip: HogwartsLegacy.[3758] ip:1563693cd sp:b9c3a8: For now, expensive software emulation returns the result.
fev 18 18:14:10 user-pc kernel: umip: HogwartsLegacy.[3758] ip:1570c136f sp:b9c890: SGDT instruction cannot be used by applications.
fev 18 18:14:10 user-pc kernel: umip: HogwartsLegacy.[3758] ip:1570c136f sp:b9c890: For now, expensive software emulation returns the result.
fev 18 18:14:11 user-pc kernel: umip: HogwartsLegacy.[3758] ip:1563693cd sp:b9c3a8: SGDT instruction cannot be used by applications.
fev 18 18:16:44 user-pc kernel: umip_printk: 65 callbacks suppressed
fev 18 18:16:44 user-pc kernel: umip: HogwartsLegacy.[4018] ip:1519ac43c sp:a13fecd8: SGDT instruction cannot be used by applications.
fev 18 18:16:44 user-pc kernel: umip: HogwartsLegacy.[4018] ip:1519ac43c sp:a13fecd8: For now, expensive software emulation returns the result.
fev 18 18:17:15 user-pc kernel: amdgpu 0000:0f:00.0: amdgpu: [gfxhub] page fault (src_id:0 ring:24 vmid:5 pasid:32793, for process HogwartsLegacy. pid 3758 thread HogwartsLegacy. pid 3758)
fev 18 18:17:15 user-pc kernel: amdgpu 0000:0f:00.0: amdgpu: in page starting at address 0x000080006daaf000 from client 0x1b (UTCL2)
fev 18 18:17:15 user-pc kernel: amdgpu 0000:0f:00.0: amdgpu: GCVM_L2_PROTECTION_FAULT_STATUS:0x00501430
fev 18 18:17:15 user-pc kernel: amdgpu 0000:0f:00.0: amdgpu: Faulty UTCL2 client ID: SQC (data) (0xa)
fev 18 18:17:15 user-pc kernel: amdgpu 0000:0f:00.0: amdgpu: MORE_FAULTS: 0x0
fev 18 18:17:15 user-pc kernel: amdgpu 0000:0f:00.0: amdgpu: WALKER_ERROR: 0x0
fev 18 18:17:15 user-pc kernel: amdgpu 0000:0f:00.0: amdgpu: PERMISSION_FAULTS: 0x3
fev 18 18:17:15 user-pc kernel: amdgpu 0000:0f:00.0: amdgpu: MAPPING_ERROR: 0x0
fev 18 18:17:15 user-pc kernel: amdgpu 0000:0f:00.0: amdgpu: RW: 0x0
fev 18 18:17:24 user-pc plasmashell[969]: qt.qpa.wayland: Wayland does not support QWindow::requestActivate()
fev 18 18:17:25 user-pc kernel: [drm:amdgpu_job_timedout [amdgpu]] *ERROR* ring gfx_0.0.0 timeout, but soft recovered
fev 18 18:17:25 user-pc plasmashell[969]: qt.qpa.wayland: Wayland does not support QWindow::requestActivate()
fev 18 18:17:25 user-pc kwin_wayland[866]: kwin_scene_opengl: A graphics reset not attributable to the current GL context occurred.
fev 18 18:17:26 user-pc kwin_wayland[866]: kwin_scene_opengl: Waiting for glGetGraphicsResetStatus to return GL_NO_ERROR timed out!
I don't know if it's just me, but it appears to be more stable if I use gamescope. I'll update this if I notice otherwise
Few days ago, I was gonna play Hogwarts Legacy on my Steam Deck, but it gave me an error saying I needed to launch it on online mode first when I was on the road.
The things is that I already did that a week ago.
With the most recent updates, everything feels more stable, I can even enable RT on medium with a mix of mid/high/ultra setting with an i7 11800h and a rtx 3060 mobile.
However, there are times when fps just tanks, around 60% of the time it's fixable by just opening and closing the menu. But the other 40% just makes the game progressively slower every time I close the menu.
I still have to apply the vm memory patch or else the game force closes sometimes after the loading screen. I didn't have to apply any patch on the steam deck because the value is already set to high value by default.
Right now, I'm getting over 60 fps most times with low 20s seldomly with ambient occulusion RT enabled on medium (will try to bump it to ultra) and everything else RT disabled on my laptop and around 30-60s overall with 80-100s on dungeons on the steam deck.
The game is almost perfect right now.
One thing that I'd love to see would be GPU direct access to textures stored on the SSD, like the ps5 has. This would probably remove the majority of the loading screens like we see on the ps5 version of the game.
EDIT: I was able to setup rt to ultra but I disabled all Ray tracing options, it was bringing my fps and gpu usage down significantly every once in a while (fixed by reloading the save, but I had to do it every 30 mins or so).
I had 2 annoying issues where fixes listed here solved them:
Hopefully that helps others
sidenote: I reduced my swappiness to 5, rather than disable it. Hogwarts legacy still triggered swap, but not enough to force audio noticeably out of sync (that I've noticed yet)
Edit adding system details: Ubuntu 22.10 Proton Experimental/Proton GE7-49 32gb ram nvidia 3070 - ReBar enabled X11
~I don't know if it's just me, but it appears to be more stable if I use gamescope. I'll update this if I notice otherwise~
Never mind. I created a ticket in the Mesa GitLab.
So there is definitely a memory leak, but strangely its only writing to swap it seems. On my machine, I have to keep swap on or else the process for HWL just crashes on launch. I set the max_map_count to 1Mil and that helped a lot with the crashing, but also in conjunction with adding AMD_VULKAN_ICD=RADV in my launch parameters, it solved a ton of the frame rate issues. I did notice though that during gameplay there is a ton of stuff written to memory that is regularly cleaned aka memory consumption drops back down. However, the swap does not. So it seems it's writing something into swap and not coming back to clean it up. That seems to be why most people say these steps "help make the crashes less frequent", however something else in the code must not be going back to clean up things it wrote into swap. Unfortunately, if you have less than 32GB of RAM, swap is going to be a necessity in this game. It seems to have used just at launch almost all 16GB RAM I have and ate into 8 GB of swap space. Over about 2 hours it rose to beyond 10 and never decreased.
I managed to play for 2-3 hours before the following crash. I have saved the entire log journalctl (minus keysync/ip stuff) around the time of the event in the following gist. Most of it is likely not relevant.
https://gist.github.com/Chase-san/832fa24ca5bf30afa38d9f553ac8db86
In response to the previous comment, I have 32 GiB of memory and only 2 GiB of swap.
PS5 controller on Hogwarts Legacy
Issue transferred from https://github.com/ValveSoftware/Proton/issues/6553. @sdtsj posted on 2023-02-21T07:51:29:
Hello, Not 100% sure if someone reported this or not or if this is a proton problem but it is worth a try. When playing Hogwarts Legacy on PC (Windows 10) with PS5 controller connected with bluetooth, the game shows normal PS glyphs since the game supports them natively. However when I run the game on SteamDeck and connect the same controller to it, the game shows xbox glyphs. I have tried different layouts and even at one point I tried disabling the steam input to try to force the game to show PS glyphs but with no help. Thank you in advance in looking into this :)
It's not problem with Hogwarts Legacy only, PS5 gamepad has issues with many games when it's connected via Bluetooth.
I have to use Steam Input when connected via Bluetooth in many games. Disabling Steam Input causes that gamepad is not detected at all.
When PS5 gamepad is connected via USB and I disable Steam Input, games shows PlayStation icons.
Some examples (Proton Experimental):
I noticed that the gamepad name differs:
hidraw4: BLUETOOTH HID v1.00 Gamepad [Wireless Controller]
hidraw4: USB HID v1.11 Gamepad [Sony Interactive Entertainment Wireless Controller]
I'm using kernel 6.2 with the latest mesa 23 drivers, applied the above mmap fix, but this mmap fix still does not fix the issue of Hogwarts Legacy not opening?
I'm using the Intel Arc a770 discrete desktop graphics card with an AMD 5800x3d processor, so my issue might be more specific?
https://www.reddit.com/r/IntelArc/comments/10ymhkk/has_anyone_here_tried_running_hogwarts_legacy/
amdgpu 0000:03:00.0: amdgpu: [gfxhub] page fault (src_id:0 ring:24 vmid:5 pasid:32788, for process HogwartsLegacy. pid 10345 thread HogwartsLegacy. pid 10345)
amdgpu 0000:03:00.0: amdgpu: in page starting at address 0x000080003b8f8000 from client 0x1b (UTCL2)
amdgpu 0000:03:00.0: amdgpu: GCVM_L2_PROTECTION_FAULT_STATUS:0x00501430
amdgpu 0000:03:00.0: amdgpu: Faulty UTCL2 client ID: SQC (data) (0xa)
amdgpu 0000:03:00.0: amdgpu: MORE_FAULTS: 0x0
amdgpu 0000:03:00.0: amdgpu: WALKER_ERROR: 0x0
amdgpu 0000:03:00.0: amdgpu: PERMISSION_FAULTS: 0x3
amdgpu 0000:03:00.0: amdgpu: MAPPING_ERROR: 0x0
amdgpu 0000:03:00.0: amdgpu: RW: 0x0
[drm:amdgpu_job_timedout [amdgpu]] *ERROR* ring gfx_0.0.0 timeout, but soft recovered
Sometimes it's a few second freeze, sometimes GPU reset and X11 session restart (I've got GPU reset sometimes on shaders loading screen). RX 6900XT, Mesa 23.0.0, Kernel 6.1.13. More people hae this issue, so I guess it's not UV issue :smile:
:astonished: My GPU has 16 GiB
memoryHeaps: count = 2
memoryHeaps[0]:
size = 16508567552 (0x3d7fcc000) (15.37 GiB)
budget = 16179281920 (0x3c45c4000) (15.07 GiB)
usage = 0 (0x00000000) (0.00 B)
flags:
None
memoryHeaps[1]:
size = 17163091968 (0x3ff000000) (15.98 GiB)
budget = 5564796928 (0x14bb01000) (5.18 GiB)
usage = 0 (0x00000000) (0.00 B)
flags: count = 1
MEMORY_HEAP_DEVICE_LOCAL_BIT
Looks like there's still a lot of free GPU memory (5.18 GiB). Proton-experimental.
Replying to https://github.com/ValveSoftware/Proton/issues/6510#issuecomment-1445140028
Yes i have the same GPU reset issue with this game, was told to make a mesa gitlab post or something, i am just like "i don't know how to do that, i am a gamer not a programmer" So guess it will take a while before they fix it, if it gets fixed. I only got to here from a protondb link. So will have to wait before finishing the game. Though my GPU crashes are very predictable, at two very specific spots where it just reset the whole system,
The first is when you just started the game and completed your first two classes (charms and defense against the dark arts) when you have to go to Hogsmead via following a classmate, on the way to Hogsmead just after they hipogryps flew over head just around the first bend the game resets/crashes my GPU, though i managed to get passed that with the RADV_DEBUG=nodcc launch arguement, and managed to play for +- 20 hours.
The game ran actually very well for those 20 hours i had almost no noticable stutters or framedrops or anything.
The second GPU crash is just after the beast class where you have to follow a classmate to meet her hipgryph friend. Nothing i did managed to get passed it, no ammount of launch arguments or anything could stop the GPU crashing issue, thus making it impossible to progress. I would have refunded the game but as i said i played 20hours +- so yeah fun times.
Thanks for the response. I hope it'll be fixed some day :smile: No need to refund.
I've got out of memory crash twice today so far, GPU short freeze twice, GPU crash once at loading screen...
I was playing around by modifying the AMD_ICD_LOADER
variable to AMDVLK (from RADV), and I lost my impressive performance. I used to be able to get 60-80FPS on native 1440p, and now I'm getting 25-40FPS. And it takes forever to startup now.
Doesn't change when I uninstalled AMDVLK. I do know I'm using RADV because I was testing Gamescope and it won't work with AMDVLK, and it started working again.
Also tried the following:
Any idea what I'm missing to fix my performance issue?
Edit: had to delete RADV_DEBUG=hang
I'm getting a strange crash at the start loading screen:
73649.417:0274:0278:warn:seh:OutputDebugStringA "Assertion failed: Client->QueryInterface( __uuidof( IDebugControl4 ), ( void** )&Control ) == ((HRESULT)0L) [File:W:/Engine/Source/Developer/CrashDebugHelper/Private/Windows/WindowsPlatformStackWalkExt.cpp] [Line: 54] \n\n"
Increasing vm.max_map_count did not resolve my issue.
Full log here:
Replying to https://github.com/ValveSoftware/Proton/issues/6510#issuecomment-1453051295
vm.max_map_count did
resolves different issue, I think your crash is unrelated to this. However keep vm.max_map_count did
set to high value to resolve another crash.
You're trying to run it on Intel integrated GPU Intel(R) UHD Graphics 620 (KBL GT2)
- I guess it will not work correctly.
Replying to https://github.com/ValveSoftware/Proton/issues/6510#issuecomment-1445152064
Had same problem with my 3070ti and allowing pre-shader cache on Steam solved it.
Hogwarts Legacy (990080) - Long loading times/ Blank screen
Issue transferred from https://github.com/ValveSoftware/Proton/issues/6593. @NicolaiVdS posted on 2023-03-04T11:51:29:
the game either takes ages to load to the main menu -> 5Min+ or it loads up i can hear the music but the screen is just blank
Simply playing the game on a RTX 3070 with Proton using the latest stable driver release seems to result in this issue pretty regularly.
So, I disabled the underclock and undervolt to my GPU, and now it simply kicks me out of my session (back to SDDM)
Here's my launch options: VKD3D_CONFIG=pipeline_library_app_cache PROTON_LOG=1 %command%
steam-990080.tar.gz
This part stuck out:
17165.604:0134:0138:trace:seh:sigsys_handler SIGSYS, rax 0x8e, rip 0x14e658ce8.
0410:warn:d3d12_resource_validate_create_info: Ignoring optimized clear value.
0410:warn:d3d12_resource_validate_create_info: Ignoring optimized clear value.
0410:warn:d3d12_resource_validate_create_info: Ignoring optimized clear value.
0410:warn:d3d12_resource_validate_create_info: Ignoring optimized clear value.
0410:warn:d3d12_resource_validate_create_info: Ignoring optimized clear value.
radv/amdgpu: The CS has been cancelled because the context is lost.
02fc:err:vkd3d_memory_allocator_flush_clears_locked: Failed to submit command buffer, vr -4.
02fc:warn:d3d12_device_mark_as_removed: Device 0000000037b50030 is lost (reason 0x80004005, "Failed to execute pending memory clears.
").
radv/amdgpu: The CS has been cancelled because the context is lost.
02fc:err:vkd3d_memory_allocator_flush_clears_locked: Failed to submit command buffer, vr -4.
02fc:warn:d3d12_device_mark_as_removed: Device 0000000037b50030 is lost (reason 0x80004005, "Failed to execute pending memory clears.
").
radv/amdgpu: The CS has been cancelled because the context is lost.
02fc:err:vkd3d_memory_allocator_flush_clears_locked: Failed to submit command buffer, vr -4.
02fc:warn:d3d12_device_mark_as_removed: Device 0000000037b50030 is lost (reason 0x80004005, "Failed to execute pending memory clears.
").
radv/amdgpu: The CS has been cancelled because the context is lost.
02fc:err:vkd3d_memory_allocator_flush_clears_locked: Failed to submit command buffer, vr -4.
02fc:warn:d3d12_device_mark_as_removed: Device 0000000037b50030 is lost (reason 0x80004005, "Failed to execute pending memory clears.
").
radv/amdgpu: The CS has been cancelled because the context is lost.
02fc:err:vkd3d_memory_allocator_flush_clears_locked: Failed to submit command buffer, vr -4.
02fc:warn:d3d12_device_mark_as_removed: Device 0000000037b50030 is lost (reason 0x80004005, "Failed to execute pending memory clears.
").
radv/amdgpu: The CS has been cancelled because the context is lost.
02fc:err:vkd3d_memory_allocator_flush_clears_locked: Failed to submit command buffer, vr -4.
02fc:warn:d3d12_device_mark_as_removed: Device 0000000037b50030 is lost (reason 0x80004005, "Failed to execute pending memory clears.
").
radv/amdgpu: The CS has been cancelled because the context is lost.
02fc:err:vkd3d_memory_allocator_flush_clears_locked: Failed to submit command buffer, vr -4.
02fc:warn:d3d12_device_mark_as_removed: Device 0000000037b50030 is lost (reason 0x80004005, "Failed to execute pending memory clears.
").
radv/amdgpu: The CS has been cancelled because the context is lost.
02fc:err:vkd3d_memory_allocator_flush_clears_locked: Failed to submit command buffer, vr -4.
02fc:warn:d3d12_device_mark_as_removed: Device 0000000037b50030 is lost (reason 0x80004005, "Failed to execute pending memory clears.
").
radv/amdgpu: The CS has been cancelled because the context is lost.
02fc:err:vkd3d_memory_allocator_flush_clears_locked: Failed to submit command buffer, vr -4.
02fc:warn:d3d12_device_mark_as_removed: Device 0000000037b50030 is lost (reason 0x80004005, "Failed to execute pending memory clears.
").
radv/amdgpu: The CS has been cancelled because the context is lost.
02fc:err:vkd3d_memory_allocator_flush_clears_locked: Failed to submit command buffer, vr -4.
02fc:warn:d3d12_device_mark_as_removed: Device 0000000037b50030 is lost (reason 0x80004005, "Failed to execute pending memory clears.
").
radv/amdgpu: The CS has been cancelled because the context is lost.
02fc:err:vkd3d_memory_allocator_flush_clears_locked: Failed to submit command buffer, vr -4.
02fc:warn:d3d12_device_mark_as_removed: Device 0000000037b50030 is lost (reason 0x80004005, "Failed to execute pending memory clears.
").
radv/amdgpu: The CS has been cancelled because the context is lost.
02fc:err:vkd3d_memory_allocator_flush_clears_locked: Failed to submit command buffer, vr -4.
02fc:warn:d3d12_device_mark_as_removed: Device 0000000037b50030 is lost (reason 0x80004005, "Failed to execute pending memory clears.
").
radv/amdgpu: The CS has been cancelled because the context is lost.
02fc:err:d3d12_swapchain_queue_present: Failed to blit swapchain buffer, vr -4.
02fc:err:d3d12_swapchain_present: Failed to queue present, vr -4.
02fc:warn:d3d12_device_QueryInterface: {9727a022-cf1d-4dda-9eba-effa653fc506} not implemented, returning E_NOINTERFACE.
02fc:warn:d3d12_device_QueryInterface: {9727a022-cf1d-4dda-9eba-effa653fc506} not implemented, returning E_NOINTERFACE.
02fc:warn:d3d12_device_QueryInterface: {98931d33-5ae8-4791-aa3c-1a73a2934e71} not implemented, returning E_NOINTERFACE.
17178.020:0134:02fc:warn:seh:OutputDebugStringA "LowLevelFatalError [File:Unknown] [Line: 715] \nResult failed \n at W:/Engine/Source/Runtime/D3D12RHI/Private/D3D12Viewport.cpp:678 \n with error E_FAIL\n\n"
Confirmed increasing max_map_count
fixed flue travel crash issue. Kubuntu 22.04, AMD 6800XT/16GB, 32GB system RAM. Instead of setting it permanently I run sudo sysctl -w vm.max_map_count=1000000
before playing which sets it until next reboot. None of the launch options suggested made any difference that I could detect.
Question:
Would it be useful to issue another report for NVIDIA based cards?
Most of the suggestions here are useless to me since they're suggesting fixes for AMD cards.
Game is playable on my RTX3080 but has serious FPS drops in-between.
Replying to https://github.com/ValveSoftware/Proton/issues/6510#issuecomment-1454737939
Can confirm. I have the same issue with Proton Experimental [bleeding edge] and Proton-GE-49
Anyone else getting weird flickering square-ish artifacts in raytraced reflections? This is happening on my Nvidia 3090 with Proton Experimental running on Arch.
Also, can confirm as well that the max_map_count fix has made the game way more stable. Is it recommended to permanently set this value? Are there any downsides? Wondering if I should just continue to manually set it each time before I run the game.
@urbenlegend Are you able to post a screenshot? :slightly_smiling_face:
@Blisto91 It's easier to describe with video: https://imgur.com/a/Nwmuo58
In dark areas where there's only small reflective areas, it looks really sparkly. In mirrors, you can see that the flickering is coming from these weird blocky glitches.
The game stopped loading for me. It launches fine with same parameters I used previously but all I see is a black screen and hear background music but the "loading shaders" bar doesn't appear or anything else. Alt-tabbing out prevents me from entering the game again. Anyone else have this issue?
I am on Arch linux on a nvidia2060 laptop
The game stopped loading for me. It launches fine with same parameters I used previously but all I see is a black screen and hear background music but the "loading shaders" bar doesn't appear or anything else. Alt-tabbing out prevents me from entering the game again. Anyone else have this issue?
I am on Arch linux on a nvidia2060 laptop
I found that I got the game working again by changing my screen res to something small, Launching the game and getting it all working, Then exiting out and putting the res back (Im not sure why this worked for me), Not sure If I messed something up in the graphics settings with Ray tracing
What I found makes the crash 100% of the times just after the first cutscene is enabling steam input. If I play with keyboard and mouse, the games works fine. If I use my PS4 controller using steam input, it crashes all the time.
Sorry, actually, strangely enough the game stops crashing when I enable PROTON_LOG=1 in the launch settings.
Anyone else getting weird flickering square-ish artifacts in raytraced reflections? This is happening on my Nvidia 3090 with Proton Experimental running on Arch.
Also, can confirm as well that the max_map_count fix has made the game way more stable. Is it recommended to permanently set this value? Are there any downsides? Wondering if I should just continue to manually set it each time before I run the game.
The only downside to increasing permanently is that you are allowing any program to use more resources before it gets killed. So some buggy program might use more resources instead of just crashing. Very unlikely to be a problem at all. Source: https://archive.is/xyaA6
Unrelated: after this mmap fix I did see another crash, but it was different. During play the game suddenly slowed dramatically then all of Ubuntu restarted to a fresh session. This might have been related to me setting the graphics to "ultra", I now set them back to "recommended" :)
A recent updated made all textures blurry, no matter what settings I have setup.
I'm reverting back to the previous update for now.
Using just the map_count fix did not help in solving the crashes when loading or fast traveling. in my case. I checked the game process with top, and realized the game was using more than 50gb VIRT memory, which I guess is related to the memory leak that the map_count fix is trying to address. However, having enabled a small swap partition (only 4gb) made the above fix useless. After increasing the swap to 32gb, the game does not crash anymore while loading.
The game was previously stuck on screen with "Warnings" and would not show shader loading screen, instead showing a black background with background music playing.
I got it to work with the following commands PROTON_ENABLE_NVAPI=1 VKD3D_CONFIG=dxr11 VKD3D_FEATURE_LEVEL=12_1 PROTON_HIDE_NVIDIA_GPU=0 VK_ICD_FILENAMES=/usr/share/vulkan/icd.d/nvidia_icd.json gamemoderun %command% -dx12
However this no longer works and I am getting same problem on every proton version.
Whatever I try, I'm completely unable to get the game to run. Tried setting the Map Limit to 16777216 and even the 1000000 recommended in this thread. Tried with Proton 7.0.6 and GE-53 as well as Experimental.
Only thing I've get is a Black Screen without music, before the game crashes after about 10 seconds.
@Severus157 i see you have either amdvlk or amd pro vulkan drivers installed. They are known not to work too well with vkd3d-proton. radv (mesa vulkan) is recommended
I had the black screen error after updating to latest nvidia + kernel. The epilepsy warning came, but afterwards a black screen showed up. I've deleted the Proton Cache in steamapps/common/Hogwarts Legacy/Phoenix/Binaries/Win64/ and just started the game with only the parameters PROTON_ENABLE_NVAPI=1 VKD3D_CONFIG=dxr11. It was again a black screen, but the shaders were (slowly) generated again in this folder. After around 10-15min black screen idling, the vk3d-proton.cache.write file reached 12,3MB and Hogwarts Legacy began to load properly.
@Blisto91
@Severus157 i see you have either amdvlk or amd pro vulkan drivers installed. They are known not to work too well with vkd3d-proton. radv (mesa vulkan) is recommended
Thank you for the tipp. Though I still have the same problem only that I sometimes not even get the Black Screen.
I've installed vulcan-radeon
and set the Environment Variables in /etc/environment
according to Arch Wiki.
DISABLE_LAYER_AMD_SWITCHABLE_GRAPHICS_1=1
VK_ICD_FILENAMES=/usr/share/vulkan/icd.d/radeon_icd.i686.json:/usr/share/vulkan/icd.d/radeon_icd.x86_64.json steam
Here's the new Log: steam-990080.log
Did I do something wrong?
Edit: Steam System Information Gist
Hello @Severus157, please copy your system information from Steam (Steam
-> Help
-> System Information
) and put it in a gist, then include a link to the gist in this issue report.
It's suggesting you don't have 64bit radv installed. At least not in that location
Thanks, looks like VK_ICD_FILENAMES is malformed (https://gist.github.com/Severus157/0d17835dff16068a52872c9a5513005a#file-gistfile1-txt-L712)
It's suggesting you don't have 64bit radv installed. At least not in that location
Thanks, looks like VK_ICD_FILENAMES is malformed (https://gist.github.com/Severus157/0d17835dff16068a52872c9a5513005a#file-gistfile1-txt-L712)
How can I fix this? My cli output looks fine as far as I can see?
[svenja@svenja-arch icd.d]$ pwd
/usr/share/vulkan/icd.d
[svenja@svenja-arch icd.d]$ ls -la
total 24
drwxr-xr-x 2 root root 4096 Mär 26 15:19 .
drwxr-xr-x 5 root root 4096 Jan 2 2022 ..
-rwxr-xr-x 1 root root 615 Jan 2 18:37 amd_icd32.json
-rwxr-xr-x 1 root root 611 Jan 2 18:27 amd_icd64.json
-rw-r--r-- 1 root root 149 Mär 18 01:58 radeon_icd.i686.json
-rw-r--r-- 1 root root 147 Mär 18 01:58 radeon_icd.x86_64.json
[svenja@svenja-arch icd.d]$ cat radeon_icd.x86_64.json
{
"ICD": {
"api_version": "1.3.238",
"library_path": "/usr/lib/libvulkan_radeon.so"
},
"file_format_version": "1.0.0"
}[svenja@svenja-arch icd.d]$ cd /usr/lib/
[svenja@svenja-arch lib]$ ls -la | grep libvulkan
-rwxr-xr-x 1 root root 9303272 Mär 18 01:58 libvulkan_radeon.so
lrwxrwxrwx 1 root root 14 Jan 29 15:34 libvulkan.so -> libvulkan.so.1
lrwxrwxrwx 1 root root 20 Jan 29 15:34 libvulkan.so.1 -> libvulkan.so.1.3.240
-rwxr-xr-x 1 root root 477112 Jan 29 15:34 libvulkan.so.1.3.240
[svenja@svenja-arch lib]$ cat /etc/environment
#
# This file is parsed by pam_env module
#
# Syntax: simple "KEY=VAL" pairs on separate lines
#
# QT_QPA_PLATFORMTHEME=qt5ct
BROWSER=firefox
DISABLE_LAYER_AMD_SWITCHABLE_GRAPHICS_1=1
VK_ICD_FILENAMES=/usr/share/vulkan/icd.d/radeon_icd.i686.json:/usr/share/vulkan/icd.d/radeon_icd.x86_64.json steam
Or is it a permission problem on the json files? How should the permissions look like?
VK_ICD_FILENAMES is a colon separated list and the second entry is being parsed as /usr/share/vulkan/icd.d/radeon_icd.x86_64.json steam
with the space not separating the noise at the end of the variable.
Compatibility Report
System Information
mesa 23.1-devel
)I confirm:
Proton Log (had to compress, took a bit to get it to crash but the incorrect shaders on close NPCs was consistently appearing the entire time): steam-990080.log.zip
Symptoms
Reference Pictures:
![2023-02-07-17:54:53-screenshot](https://user-images.githubusercontent.com/10300293/217394257-1d6d5da0-acde-4de9-80c3-1de4d9bb8bb1.png) ![2023-02-07-19:00:29-screenshot](https://user-images.githubusercontent.com/10300293/217394531-0bc0f156-1cc7-4c56-9ef0-1366132930c9.png) ![2023-02-07-19:00:36-screenshot](https://user-images.githubusercontent.com/10300293/217394544-0a0e42b2-b15d-4162-8ae6-8fd0b532b2a9.png)Reproduction
Simply playing the game on a RX 7900 XTX with Proton using the latest stable driver release seems to result in this issue pretty regularly.